I just had a look at the updated model and it still has some severe topology issues.

a) the hands intersect the handles badly
b) the lower back of the rider is distorted. It seems as if the upper body has been moved forward wich would explain c)
c) the rib cage of the rider has a big mould towards the stomack. This is textureable and rendereable but will cast an ugly shadow that would normaly not be there and mess up some renderpasses.

Are you planing to fix these issues and provide another updated model or is it OK if we fix this ourselves? If we fix ist ourselves everyone will have a slightly different positioned model and we might have to redo some of the UVs.
I'd like to join in on the challenge but I really would preferr a proper model. Is it OK with you, if we fix the things we want fixed our selves and everyone has their "own version" of the model?

Since there's so much quiet from the organizers part I'll go out on a limb here and assume that it's OK to correct, modify (here&there but keep the overall looks and design) and/or pose the model in order to suit each one of us needs as far as applications used and composition.

Originally Posted by MikeHepburn:Thanks Mike! Big kudos for your community spirit, I'll organise a Ballistic book for your efforts.
Apologies for the continuing issues. We will have a new model for you ASAP.

Yep, thanks for you patience everyone.

We're heads down working on this at the moment.

We're happy for people to use their own, or Mikes, cleaned version if that works for you, but we also want to provide a robust version for everyone.

So the alembic file that is currently included in the download seems to be working just fine. It's the 700k version and all the geometry is properly connected and organized. So if you're using a program that supports alembic, I'd suggest giving that a go for the time being :-)

That's a good point actually - it may be that things we are seeing as errors are just because we're dealing with hero, midshot and BG versions of the mesh - for example, Hand placement and soft bodywork don't really matter in the two reduced models because they're not meant to be seen in CU.

The 5 mil version as converted by Maj (well done, btw) seems fine - very crisp and detailed as you would expect. Is the easiest answer just to delete the other two models and post the converted 5 mil version as the definitive mesh?

Originally Posted by RichardB:That's a good point actually - it may be that things we are seeing as errors are just because we're dealing with hero, midshot and BG versions of the mesh - for example, Hand placement and soft bodywork don't really matter in the two reduced models because they're not meant to be seen in CU.

The 5 mil version as converted by Maj (well done, btw) seems fine - very crisp and detailed as you would expect. Is the easiest answer just to delete the other two models and post the converted 5 mil version as the definitive mesh?

We wanted to give people a range of meshes to work with so they could pick depending on their GPU, however I've just been testing the full res mesh on a Nvidia 650m with 512Mb and, although navigation is a little slow, the painting is buttery smooth. This might be a good idea if everyone is happy with that version.

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